2016-05-03 22:27:42 +03:00
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import sys, math
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import numpy as np
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import Box2D
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from Box2D.b2 import (edgeShape, circleShape, fixtureDef, polygonShape, revoluteJointDef, contactListener)
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import gym
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from gym import spaces
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2016-05-16 17:12:44 +03:00
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# Rocket trajectory optimization is a classic topic in Optimal Control.
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#
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# According to Pontryagin's maximum principle it's optimal to fire engine full throttle or
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# turn it off. That's the reason this environment is OK to have discreet actions (engine on or off).
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#
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# Landing pad is always at coordinates (0,0). Coordinates are the first two numbers in state vector.
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# Reward for moving from the top of the screen to landing pad and zero speed is about 100..140 points.
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# If lander moves away from landing pad it loses reward back. Episode finishes if the lander crashes or
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# comes to rest, receiving additional -100 or +100 points. Each leg ground contact is +10. Solved is 200 points.
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# Landing outside landing pad is possible. Fuel is infinite, so an agent can learn to fly and then land
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# on its first attempt. Please see source code for details.
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#
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# Too see heuristic landing, run:
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#
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# python gym/envs/box2d/lunar_lander.py
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#
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# To play yourself, run:
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#
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# python examples/agents/keyboard_agent.py LunarLander-v0
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#
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# Created by Oleg Klimov. Licensed on the same terms as the rest of OpenAI Gym.
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2016-05-03 22:27:42 +03:00
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FPS = 50
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SCALE = 30.0 # affects how fast-paced the game is, forces should be adjusted as well
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MAIN_ENGINE_POWER = 13.0
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SIDE_ENGINE_POWER = 0.6
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2016-05-16 17:12:44 +03:00
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INITIAL_RANDOM = 1000.0 # Set 1500 to make game harder
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2016-05-03 22:27:42 +03:00
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LANDER_POLY =[
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(-14,+17), (-17,0), (-17,-10),
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(+17,-10), (+17,0), (+14,+17)
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]
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LEG_AWAY = 20
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LEG_DOWN = 18
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LEG_W, LEG_H = 2, 8
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LEG_SPRING_TORQUE = 40
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SIDE_ENGINE_HEIGHT = 14.0
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SIDE_ENGINE_AWAY = 12.0
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VIEWPORT_W = 600
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VIEWPORT_H = 400
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class ContactDetector(contactListener):
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def __init__(self, env):
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contactListener.__init__(self)
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self.env = env
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2016-05-03 22:27:42 +03:00
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def BeginContact(self, contact):
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if self.env.lander==contact.fixtureA.body or self.env.lander==contact.fixtureB.body:
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self.env.game_over = True
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2016-05-16 17:12:44 +03:00
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for i in range(2):
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if self.env.legs[i] in [contact.fixtureA.body, contact.fixtureB.body]:
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self.env.legs[i].ground_contact = True
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def EndContact(self, contact):
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for i in range(2):
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if self.env.legs[i] in [contact.fixtureA.body, contact.fixtureB.body]:
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self.env.legs[i].ground_contact = False
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2016-05-03 22:27:42 +03:00
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class LunarLander(gym.Env):
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metadata = {
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'render.modes': ['human', 'rgb_array'],
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'video.frames_per_second' : FPS
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}
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def __init__(self):
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self.viewer = None
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2016-05-16 17:12:44 +03:00
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high = np.array([np.inf]*8) # useful range is -1 .. +1
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self.action_space = spaces.Discrete(4) # nop, fire left engine, main engine, right engine
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self.observation_space = spaces.Box(-high, high)
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2016-05-25 11:16:15 +03:00
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self.world = Box2D.b2World()
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self.moon = None
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self.lander = None
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self.particles = []
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self.prev_reward = None
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self._reset()
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def _destroy(self):
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if not self.moon: return
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self.world.contactListener = None
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self._clean_particles(True)
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self.world.DestroyBody(self.moon)
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self.moon = None
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self.world.DestroyBody(self.lander)
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self.lander = None
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self.world.DestroyBody(self.legs[0])
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self.world.DestroyBody(self.legs[1])
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def _reset(self):
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self._destroy()
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self.world.contactListener = ContactDetector(self)
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self.game_over = False
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self.prev_shaping = None
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W = VIEWPORT_W/SCALE
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H = VIEWPORT_H/SCALE
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# terrain
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CHUNKS = 11
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height = np.random.uniform(0, H/2, size=(CHUNKS+1,) )
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chunk_x = [W/(CHUNKS-1)*i for i in range(CHUNKS)]
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self.helipad_x1 = chunk_x[CHUNKS//2-1]
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self.helipad_x2 = chunk_x[CHUNKS//2+1]
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self.helipad_y = H/4
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height[CHUNKS//2-2] = self.helipad_y
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height[CHUNKS//2-1] = self.helipad_y
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height[CHUNKS//2+0] = self.helipad_y
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height[CHUNKS//2+1] = self.helipad_y
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height[CHUNKS//2+2] = self.helipad_y
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smooth_y = [0.33*(height[i-1] + height[i+0] + height[i+1]) for i in range(CHUNKS)]
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self.moon = self.world.CreateStaticBody( shapes=edgeShape(vertices=[(0, 0), (W, 0)]) )
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self.sky_polys = []
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for i in range(CHUNKS-1):
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p1 = (chunk_x[i], smooth_y[i])
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p2 = (chunk_x[i+1], smooth_y[i+1])
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self.moon.CreateEdgeFixture(
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vertices=[p1,p2],
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density=0,
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friction=0.1)
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self.sky_polys.append( [p1, p2, (p2[0],H), (p1[0],H)] )
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self.moon.color1 = (0.0,0.0,0.0)
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self.moon.color2 = (0.0,0.0,0.0)
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initial_y = VIEWPORT_H/SCALE
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self.lander = self.world.CreateDynamicBody(
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position = (VIEWPORT_W/SCALE/2, initial_y),
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angle=0.0,
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fixtures = fixtureDef(
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shape=polygonShape(vertices=[ (x/SCALE,y/SCALE) for x,y in LANDER_POLY ]),
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density=5.0,
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friction=0.1,
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categoryBits=0x0010,
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maskBits=0x001, # collide only with ground
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restitution=0.0) # 0.99 bouncy
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)
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self.lander.color1 = (0.5,0.4,0.9)
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self.lander.color2 = (0.3,0.3,0.5)
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self.lander.ApplyForceToCenter( (
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np.random.uniform(-INITIAL_RANDOM, INITIAL_RANDOM),
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np.random.uniform(-INITIAL_RANDOM, INITIAL_RANDOM)
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), True)
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self.legs = []
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for i in [-1,+1]:
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leg = self.world.CreateDynamicBody(
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position = (VIEWPORT_W/SCALE/2 - i*LEG_AWAY/SCALE, initial_y),
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angle = (i*0.05),
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fixtures = fixtureDef(
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shape=polygonShape(box=(LEG_W/SCALE, LEG_H/SCALE)),
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density=1.0,
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restitution=0.0,
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categoryBits=0x0020,
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maskBits=0x001)
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)
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leg.ground_contact = False
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leg.color1 = (0.5,0.4,0.9)
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leg.color2 = (0.3,0.3,0.5)
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rjd = revoluteJointDef(
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bodyA=self.lander,
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bodyB=leg,
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localAnchorA=(0, 0),
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localAnchorB=(i*LEG_AWAY/SCALE, LEG_DOWN/SCALE),
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enableMotor=True,
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enableLimit=True,
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maxMotorTorque=LEG_SPRING_TORQUE,
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motorSpeed=+0.3*i # low enough not to jump back into the sky
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)
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if i==-1:
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rjd.lowerAngle = +0.9 - 0.5 # Yes, the most esoteric numbers here, angles legs have freedom to travel within
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rjd.upperAngle = +0.9
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else:
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rjd.lowerAngle = -0.9
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rjd.upperAngle = -0.9 + 0.5
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leg.joint = self.world.CreateJoint(rjd)
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self.legs.append(leg)
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self.drawlist = [self.lander] + self.legs
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return self._step(0)[0]
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def _create_particle(self, mass, x, y):
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p = self.world.CreateDynamicBody(
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position = (x,y),
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angle=0.0,
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fixtures = fixtureDef(
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shape=circleShape(radius=2/SCALE, pos=(0,0)),
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density=mass,
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friction=0.1,
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categoryBits=0x0100,
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maskBits=0x001, # collide only with ground
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restitution=0.3)
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)
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p.ttl = 1
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self.particles.append(p)
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self._clean_particles(False)
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return p
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def _clean_particles(self, all):
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while self.particles and (all or self.particles[0].ttl<0):
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self.world.DestroyBody(self.particles.pop(0))
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def _step(self, action):
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assert action in [0,1,2,3], "%r (%s) invalid " % (action,type(action))
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# Engines
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tip = (math.sin(self.lander.angle), math.cos(self.lander.angle))
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side = (-tip[1], tip[0]);
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dispersion = [np.random.uniform(-1.0, +1.0) / SCALE for _ in range(2)]
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if action==2: # Main engine
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ox = tip[0]*(4/SCALE + 2*dispersion[0]) + side[0]*dispersion[1] # 4 is move a bit downwards, +-2 for randomness
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oy = -tip[1]*(4/SCALE + 2*dispersion[0]) - side[1]*dispersion[1]
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impulse_pos = (self.lander.position[0] + ox, self.lander.position[1] + oy)
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p = self._create_particle(3.5, *impulse_pos) # particles are just a decoration, 3.5 is here to make particle speed adequate
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p.ApplyLinearImpulse( ( ox*MAIN_ENGINE_POWER, oy*MAIN_ENGINE_POWER), impulse_pos, True)
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self.lander.ApplyLinearImpulse( (-ox*MAIN_ENGINE_POWER, -oy*MAIN_ENGINE_POWER), impulse_pos, True)
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if action==1 or action==3: # Orientation engines
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direction = action-2
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ox = tip[0]*dispersion[0] + side[0]*(3*dispersion[1]+direction*SIDE_ENGINE_AWAY/SCALE)
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oy = -tip[1]*dispersion[0] - side[1]*(3*dispersion[1]+direction*SIDE_ENGINE_AWAY/SCALE)
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impulse_pos = (self.lander.position[0] + ox - tip[0]*17/SCALE, self.lander.position[1] + oy + tip[1]*SIDE_ENGINE_HEIGHT/SCALE)
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p = self._create_particle(0.7, *impulse_pos)
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p.ApplyLinearImpulse( ( ox*SIDE_ENGINE_POWER, oy*SIDE_ENGINE_POWER), impulse_pos, True)
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self.lander.ApplyLinearImpulse( (-ox*SIDE_ENGINE_POWER, -oy*SIDE_ENGINE_POWER), impulse_pos, True)
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self.world.Step(1.0/FPS, 6*30, 2*30)
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pos = self.lander.position
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vel = self.lander.linearVelocity
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state = [
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(pos.x - VIEWPORT_W/SCALE/2) / (VIEWPORT_W/SCALE/2),
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(pos.y - (self.helipad_y+LEG_DOWN/SCALE)) / (VIEWPORT_W/SCALE/2),
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vel.x*(VIEWPORT_W/SCALE/2)/FPS,
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vel.y*(VIEWPORT_H/SCALE/2)/FPS,
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self.lander.angle,
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20.0*self.lander.angularVelocity/FPS,
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1.0 if self.legs[0].ground_contact else 0.0,
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1.0 if self.legs[1].ground_contact else 0.0
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]
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assert(len(state)==8)
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reward = 0
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shaping = \
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- 100*np.sqrt(state[0]*state[0] + state[1]*state[1]) \
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- 100*np.sqrt(state[2]*state[2] + state[3]*state[3]) \
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- 100*abs(state[4]) + 10*state[6] + 10*state[7] # And ten points for legs contact, the idea is if you
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# lose contact again after landing, you get negative reward
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if self.prev_shaping is not None:
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reward = shaping - self.prev_shaping
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self.prev_shaping = shaping
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done = False
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if self.game_over or abs(state[0]) >= 1.0:
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done = True
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reward = -100
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if not self.lander.awake:
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done = True
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reward = +100
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return np.array(state), reward, done, {}
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def _render(self, mode='human', close=False):
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if close:
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if self.viewer is not None:
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self.viewer.close()
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2016-05-15 17:22:38 -07:00
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self.viewer = None
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return
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from gym.envs.classic_control import rendering
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if self.viewer is None:
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self.viewer = rendering.Viewer(VIEWPORT_W, VIEWPORT_H)
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self.viewer.set_bounds(0, VIEWPORT_W/SCALE, 0, VIEWPORT_H/SCALE)
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for obj in self.particles:
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obj.ttl -= 0.15
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obj.color1 = (max(0.2,0.2+obj.ttl), max(0.2,0.5*obj.ttl), max(0.2,0.5*obj.ttl))
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obj.color2 = (max(0.2,0.2+obj.ttl), max(0.2,0.5*obj.ttl), max(0.2,0.5*obj.ttl))
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self._clean_particles(False)
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for p in self.sky_polys:
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self.viewer.draw_polygon(p, color=(0,0,0))
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for obj in self.particles + self.drawlist:
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for f in obj.fixtures:
|
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|
trans = f.body.transform
|
|
|
|
if type(f.shape) is circleShape:
|
|
|
|
t = rendering.Transform(translation=trans*f.shape.pos)
|
2016-05-16 17:12:44 +03:00
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self.viewer.draw_circle(f.shape.radius, 20, color=obj.color1).add_attr(t)
|
|
|
|
self.viewer.draw_circle(f.shape.radius, 20, color=obj.color2, filled=False, linewidth=2).add_attr(t)
|
2016-05-03 22:27:42 +03:00
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else:
|
|
|
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path = [trans*v for v in f.shape.vertices]
|
|
|
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self.viewer.draw_polygon(path, color=obj.color1)
|
|
|
|
path.append(path[0])
|
|
|
|
self.viewer.draw_polyline(path, color=obj.color2, linewidth=2)
|
|
|
|
|
|
|
|
for x in [self.helipad_x1, self.helipad_x2]:
|
|
|
|
flagy1 = self.helipad_y
|
|
|
|
flagy2 = flagy1 + 50/SCALE
|
|
|
|
self.viewer.draw_polyline( [(x, flagy1), (x, flagy2)], color=(1,1,1) )
|
|
|
|
self.viewer.draw_polygon( [(x, flagy2), (x, flagy2-10/SCALE), (x+25/SCALE, flagy2-5/SCALE)], color=(0.8,0.8,0) )
|
|
|
|
|
|
|
|
self.viewer.render()
|
|
|
|
if mode == 'rgb_array':
|
|
|
|
return self.viewer.get_array()
|
|
|
|
elif mode is 'human':
|
|
|
|
pass
|
|
|
|
else:
|
|
|
|
return super(LunarLander, self).render(mode=mode)
|
2016-05-16 17:12:44 +03:00
|
|
|
|
|
|
|
if __name__=="__main__":
|
|
|
|
# Heuristic for testing.
|
|
|
|
env = LunarLander()
|
|
|
|
env.reset()
|
|
|
|
steps = 0
|
|
|
|
total_reward = 0
|
|
|
|
a = 0
|
|
|
|
while True:
|
|
|
|
s, r, done, info = env.step(a)
|
|
|
|
total_reward += r
|
|
|
|
if steps % 20 == 0 or done:
|
|
|
|
print(["{:+0.2f}".format(x) for x in s])
|
|
|
|
print("step {} total_reward {:+0.2f}".format(steps, total_reward))
|
|
|
|
steps += 1
|
|
|
|
|
|
|
|
angle_targ = s[0]*0.5 + s[2]*1.0 # angle should point towards center (s[0] is horizontal coordinate, s[2] hor speed)
|
|
|
|
if angle_targ > 0.4: angle_targ = 0.4 # more than 0.4 radians (22 degrees) is bad
|
|
|
|
if angle_targ < -0.4: angle_targ = -0.4
|
|
|
|
hover_targ = 0.55*np.abs(s[0]) # target y should be proporional to horizontal offset
|
|
|
|
|
|
|
|
# PID controller: s[4] angle, s[5] angularSpeed
|
|
|
|
angle_todo = (angle_targ - s[4])*0.5 - (s[5])*1.0
|
|
|
|
#print("angle_targ=%0.2f, angle_todo=%0.2f" % (angle_targ, angle_todo))
|
|
|
|
|
|
|
|
# PID controller: s[1] vertical coordinate s[3] vertical speed
|
|
|
|
hover_todo = (hover_targ - s[1])*0.5 - (s[3])*0.5
|
|
|
|
#print("hover_targ=%0.2f, hover_todo=%0.2f" % (hover_targ, hover_todo))
|
|
|
|
|
|
|
|
if s[6] or s[7]: # legs have contact
|
|
|
|
angle_todo = 0
|
|
|
|
hover_todo = -(s[3])*0.5 # override to reduce fall speed, that's all we need after contact
|
|
|
|
|
|
|
|
a = 0
|
|
|
|
if hover_todo > np.abs(angle_todo) and hover_todo > 0.05: a = 2
|
|
|
|
elif angle_todo < -0.05: a = 3
|
|
|
|
elif angle_todo > +0.05: a = 1
|
|
|
|
|
|
|
|
env.render()
|
|
|
|
if done: break
|
|
|
|
|